From my understanding (correct me if I'm wrong), it is fixed in the redstone experiment since redstone wire has been changed to either be deterministic or random (in edge cases). I've added the label "experimental_redstone_fixed" for us to track these kinds of bug reports until the experiment is merged into the main game.
This is exactly the same as MC-181110 and also caused by NBT being edited during entity lifetime, so likewise invalid. Resolving as duplicate.
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I've added a brief summary of the findings by @unknown and from MC-274526 to the description.
The second issue with the raycast not working properly does not only affect the ender dragon but large mobs in general. With the recently added scale attribute, it is easily reproducible with other mobs too. I'll file a separate bug report about this for that reason. This has already been reported here: MC-261638.
Thank you for your report!
However, this issue is Invalid.
You reported a parity issue. We are only tracking parity issues that meet the following criteria on this bug tracker:
The feature affected by the parity issue is present in both Bedrock Edition and Java Edition in the latest release or development version
The feature behaves differently in one edition than in the other
The parity issue was introduced in Buzzy Bees (Bedrock Edition 1.14 / Java Edition 1.15) or later and was not present before
Any parity issue that does not meet these criteria will not be tracked on the bug tracker and should instead be reported on the Minecraft Feedback Discord server.
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The log indicates that there might be a corrupt map data file, which could potentially cause the crash.
[17:54:22] [Server thread/ERROR]: Error loading saved data: map_49476
java.lang.ArrayIndexOutOfBoundsException: arraycopy: length -1 is negative
at java.base/java.lang.System.arraycopy(Native Method) ~[?:?]
at java.base/java.io.PushbackInputStream.unread(PushbackInputStream.java:247) ~[?:?]
at eps.a(SourceFile:119) ~[minecraft-1.20.6-client.jar:?]
at eps.a(SourceFile:95) ~[minecraft-1.20.6-client.jar:?]
at eps.a(SourceFile:75) ~[minecraft-1.20.6-client.jar:?]
at eps.b(SourceFile:63) ~[minecraft-1.20.6-client.jar:?]
at arf.a(SourceFile:1254) ~[minecraft-1.20.6-client.jar:?]
at cuz.a(SourceFile:56) ~[minecraft-1.20.6-client.jar:?]
at cjc.c(SourceFile:261) ~[minecraft-1.20.6-client.jar:?]
at cjc.a(SourceFile:375) ~[minecraft-1.20.6-client.jar:?]
at bsw.g(SourceFile:1964) ~[minecraft-1.20.6-client.jar:?]
at apw.a(SourceFile:53) ~[minecraft-1.20.6-client.jar:?]
at apv.a(SourceFile:295) ~[minecraft-1.20.6-client.jar:?]
at apv.a(SourceFile:236) ~[minecraft-1.20.6-client.jar:?]
at com.mojang.brigadier.context.ContextChain.runExecutable(ContextChain.java:73) ~[brigadier-1.2.9.jar:?]
at hx.a(SourceFile:29) ~[minecraft-1.20.6-client.jar:?]
at hx.execute(SourceFile:13) ~[minecraft-1.20.6-client.jar:?]
at hs.a(SourceFile:8) ~[minecraft-1.20.6-client.jar:?]
at hk.a(SourceFile:8) ~[minecraft-1.20.6-client.jar:?]
at ho.a(SourceFile:107) ~[minecraft-1.20.6-client.jar:?]
at eq.a(SourceFile:381) ~[minecraft-1.20.6-client.jar:?]
at alu.a(SourceFile:69) ~[minecraft-1.20.6-client.jar:?]
at evc.a(SourceFile:18) ~[minecraft-1.20.6-client.jar:?]
at java.base/java.util.Optional.ifPresent(Optional.java:178) ~[?:?]
at evc.a(SourceFile:18) ~[minecraft-1.20.6-client.jar:?]
at evc.handle(SourceFile:8) ~[minecraft-1.20.6-client.jar:?]
at evg.a(SourceFile:84) ~[minecraft-1.20.6-client.jar:?]
at arf.b(SourceFile:431) ~[minecraft-1.20.6-client.jar:?]
at arf.a(SourceFile:331) ~[minecraft-1.20.6-client.jar:?]
at net.minecraft.server.MinecraftServer.b(SourceFile:998) ~[minecraft-1.20.6-client.jar:?]
at net.minecraft.server.MinecraftServer.a(SourceFile:889) ~[minecraft-1.20.6-client.jar:?]
at gtg.a(SourceFile:113) ~[minecraft-1.20.6-client.jar:?]
at net.minecraft.server.MinecraftServer.y(SourceFile:691) ~[minecraft-1.20.6-client.jar:?]
at net.minecraft.server.MinecraftServer.a(SourceFile:275) ~[minecraft-1.20.6-client.jar:?]
at java.base/java.lang.Thread.run(Thread.java:1583) [?:?]
Is there a chunk border between the two boats? How exactly did you set up the two boats?
Does this only affect item frames "Facing" or does this also affect other entities? If so, which ones?
Edit: I can reproduce the issue with Facing specifically, but since your bug report says that NBT doesn't update properly in general I'm wondering what you mean by that.
Please provide steps to reproduce the issue, with the exact commands that need to be run for the issue to happen.
If a data pack is necessary to reproduce the bug, please provide it as well.
This issue is being temporarily resolved as Awaiting Response. Once the requested information has been delivered, the report will be reopened automatically.
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Thank you for your report!
We're tracking this issue in MC-929, so this ticket is being resolved and linked as a duplicate.
That ticket has already been resolved as working as intended, which means this is not considered a bug and won't be fixed. Please do not leave a comment on the linked ticket.
If you haven't already, you might like to make use of the search feature to see if the issue has already been mentioned.
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For me it works properly.
Please provide precise steps to reproduce, and/or a video showcasing the issue.
Note: The fact that it saves in a different folder has no impact on the functionality of the structure block and saved structures within; it still works as before even though it's saved in the "structures" (plural) folder.
Thank you for your report!
We're tracking this issue in MC-272043, so this ticket is being resolved and linked as a duplicate.
That ticket has already been resolved as Fixed. Please check the Fix Version/s field in that ticket to see in which version this behavior was or will be fixed.
If you haven't already, you might like to make use of the search feature to see if the issue has already been mentioned.
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Do you use any antivirus, in particular F-Secure / DeepGuard? (see MC-271116)
If not, please check if there is a server crash report (found in [minecraft/crash-reports/crash-<DATE>-*server*.txt|https://minecrafthopper.net/help/finding-minecraft-data-folder/]
) and if there is, attach it here.
If you cannot find a crash report, please attach the full launcher log found in [minecraft/launcher_log.txt|https://minecrafthopper.net/help/finding-minecraft-data-folder/]
.
This issue is being temporarily resolved as Awaiting Response. Once the requested information has been delivered, the report will be reopened automatically.
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Yeah, simulation distance shifts the distance to 80 blocks instead; it's just that I first thought I could reproduce it but then noticed my simulation distance was low and I was too far away.
I think I've figured it out. My entity distance was set at 500%, which means fireworks will pretty much always render. When setting it to 100% (default) I'm able to reproduce this in singleplayer too.
Servers have their own entity distance as well, and cap it to 100% by default before transferring the firework entity to the client. This can be changed via the entity-broadcast-range-percentage
server property. When setting that to 500 as well, the bug is no longer reproducible on servers too.
Different entities have different default entity distances (=100%); armor stands for example never disappear regardless of entity distance from what I can tell, while sheep do at ~128 blocks. It seems like this value is just very small at 64 for fireworks, which does seem like an oversight.
If you set your client entity distance to 50% but the server is at 500%, the particles will still show up, but you won't see the rocket entity. Vice-versa you won't see anything of the shot rocket.
Note that in the video, if a firework doesn't render, it also doesn't produce a sound; thus this is not just a rendering issue but probably something in the networking code preventing fireworks from registering at all clientside at this distance.
I've tried reproducing this in a singleplayer world in 24w18a and was unable to do so; both with crossbow and with a dispenser. I also tried opening the world to LAN, and for both the host and the guest, the firework renders beyond 64 blocks. (Important: Reducing the simulation distance has a similar effect as described in the bug report since the firework doesn't fire serverside in the first place, so when testing this bug make sure you're not going out of simulation distance.)
However, on a server I'm able to reproduce this exactly as described (simulation distance 10, default). I'm not sure if there's some extra circumstance which makes the bug appear in singleplayer as well; if there is, that might be a good hint for why this happens.
I've attached a world save to make this easier to reproduce (24w18a+):
[media]Great! Can you tell us what the issue was in case someone else with the same problem stumbles across this bug report in the future?
This likely means that the game assets havenβt been updated correctly, which is a task of the launcher. If youβre using a third-party launcher, please check with that launcherβs maintainers whether thereβs an issue with their launcher. If you can reproduce this with the vanilla launcher, please let us know.